Aug 30, 2016 | Digital Media/Internet, Museums, Older Media, Print Media, Uncategorized, Volume 27
Abstract: Studies of digital manuscripts generally focus on the technical capabilities of collecting institutions, digital storage and preservation, recovery of corrupted or out-dated material, and provision of access. The potential content of future, digital...
Aug 30, 2016 | Digital Media/Internet, fan culture, Games, Uncategorized, Volume 27
Abstract: In 1981, two Melbourne University students were hired part-time to write a text adventure game. The result was the game The Hobbit (Melbourne House, 1981), based on Tolkien’s book (Tolkien), which became one of the most successful text adventure games ever....
Aug 30, 2016 | Browse Past Volumes, Digital Media/Internet, Games, Museums, Older Media, Uncategorized, Volume 27
Abstract: The preservation of digital media in the context of heritage work is both seductive and daunting. The potential replication of human experiences afforded by computation and realised in virtual environments is the seductive part. The work involved in...
Oct 8, 2015 | Browse by Media, Browse Past Volumes, Digital Media/Internet, fan culture, Games, Volume 26
Abstract: People play games at work, especially digital games, rather than asking “why” this paper starts with “how”? To do so the game Minecraft and its players are used as a focus to address how people manage to play while at work and in...
Oct 8, 2015 | Browse by Media, Browse Past Volumes, Digital Media/Internet, Music, Other, Print Media, Volume 26
Abstract: Fostering male tradition in popular music, rock’n’roll history often underrated the early Girl Group chart-topping era of 1958-63 after Elvis and before Beatlemania. By the 1990s-2000s, Riot Grrrl and Girl Power success was again devalued by that homosocial...
Oct 7, 2015 | Browse by Media, Digital Media/Internet, fan culture, Film, Volume 26
Abstract: This study analyzes the aesthetic content and user-generated feedback of fan-appropriated film trailers exhibited in on the Internet. The aim of this research is to gauge participatory culture’s involvement in the transformation of promoting archival motion...